1. You are determined to see the problem, not the opporunity in this. I had to come up with a solution to stop being dealt my own Trappers (Elves) or Earth Elementals (Wild Hunt), I guess the same is true for a Nothern Realms Infantrymen deck which relied on Neeke or Shani to get their multiples back (which is the only other Resurrection Deck I could think of). Solutions that work for other decks may be applicable to your deck if you just bother to look.
2. "Denial" of units in the graveyard is not only Skelliges Problem, with a Necrophage deck this is true to a lesser extend since you cannot control which units your Ghouls consume (the only option is the Grave Hag which takes two turn to consume your own graveyard) and have access to the enmies graveyard as well. Granted the saving graces of the Necrophage deck are to play one of your Nekkers (and swell the ranks of copies with Nekker Warriors) or Arachas Swarm (which hasn't unlimited numbers as the Behemoths' Effort cost and has to played in sequence).
The above points are good points (especially regarding the Necrophage deck, which I have no true experience playing with; thank you for the insight). I would like to argue, however, that both units that you mentioned above (Trappers and Elementals) are good because they do
something. The Trapper plants the mine that nukes an entire row; the Elemental has a shield and carries over 4(?) Power to the next round, but their effect takes time
to work (even if it's just one round for the Trapper) and it gives you an opportunity to counter them (Roar, any Lock, any targeted damage for the trap etc.) The value of the Queensguards lies in their power alone - and in that their resurrections trigger Cerys (if you have her in the deck). There is no 'counter' to a medic stealing power (and only
power) from your graveyard; if you are
aware of any such methods, I truly
want to hear them. I do not
want to toss this deck, because it gives me true joy to play; if there are ways I can modify it and keep it at least moderately effective, I'd be quite eager to try them out.
3. How do you deal with Griffins?
I...don't? Griffins are not so bad, because they might steal a card, but they don't play it as part of the same action. In order to utilise the power of the stolen card, the enemy needs to play another
one (a Necrophage, for instance), which I find perfectly acceptable (and perhaps a bit weak, in all honesty), as it generally gives you (the SK player) a card advantage.
While I am not sure of purpose of this exercise, as you already presented the argument concerning a Bizzarness/Von Rostorff-bias.... but for completeness I will inducldge you.
The Number is
2.5 3.5 - 12 instances were I am 100% sure, and 3 intances were I am not sure if it actually was a deck focussed solely on Queensguard.
Interesting. I still
haven't en****ered a single QG deck on the ladder. Most Skellige decks seem to focus on the Werewolf
and the Boar
Statistics show that less than a third of the total Skellige decks in the past month have been running QG
(and it's impossible to say how many of those are focused
on the card / QG archetype).
My point was - if QG are OP enough that they warrant a nerf (and apparently, they have
been nerfed once already in the past), why aren't more people playing them? Why aren't QG decks the equivalent of, say, Rot Tosser NG?
Anyway - I'm more than willing to let the post-patch meta settle before continuing this discussion. It was actually good to have
this talk - helped me cool off on the matter quite a bit.
I am proud to say that my Wild Hunt-deck now no longer contains any Fog or Foglets *cue the fireworks*
I can still deal 5 rows worth of Frost however, and I am aiming for 6 once I get Caranthir. To make an offset for this I will be phasing out the Ice Giants next...
Hm. Gud Job on the ice; but why remove the Giants when you are specifically going for ice as a weather effect? I'd imagine the synergy would be good?